using ET; using System.Collections; using System.Collections.Generic; using UnityEngine; public class MultiLogger : ILog { List loggers; public MultiLogger() { loggers = new List(); } public MultiLogger(ILog[] loggers) { this.loggers = new List(loggers); } public MultiLogger(List loggers) { this.loggers = loggers; } public MultiLogger Append(ILog logger) { loggers.Add(logger); return this; } public void Debug(string message) { this.loggers.ForEach(log=>log.Debug(message)); } public void Debug(string message, params object[] args) { this.loggers.ForEach(log=>log.Debug(message, args)); } public void Error(string message) { this.loggers.ForEach(log=>log.Error(message)); } public void Error(string message, params object[] args) { this.loggers.ForEach(log=>log.Error(message, args)); } public void Info(string message) { this.loggers.ForEach(log=>log.Info(message)); } public void Info(string message, params object[] args) { this.loggers.ForEach(log=>log.Info(message, args)); } public void Trace(string message) { this.loggers.ForEach(log=>log.Trace(message)); } public void Trace(string message, params object[] args) { this.loggers.ForEach(log=>log.Trace(message, args)); } public void Warning(string message) { this.loggers.ForEach(log=>log.Warning(message)); } public void Warning(string message, params object[] args) { this.loggers.ForEach(log=>log.Warning(message, args)); } }